void ResizeCellCount(int cellCount) { if (cellCache == null) { cellCache = new GameObjectCache(); cellCache.autoUnactive = false; cellCache.Init(this.content, cellTemplate); } if (allCells.Count < cellCount) { int addCount = cellCount - allCells.Count; for (int i = 0; i < addCount; ++i) { allCells.Add(null); } } else if (allCells.Count > cellCount) { for (int i = allCells.Count - 1; i >= cellCount; --i) { ReleaseCell(allCells[i]); allCells.RemoveAt(i); } } this.cellCount = allCells.Count; }
private void Start() { EventMgr.initEvent.OnStart(); DontDestroyOnLoad(gameObject); GameObjectCache.Init(); isInit = true;//初始化完毕 if (BuildDataPath) { // 建立单位数据路径 string[] paths = GameDB.Instance.unitDataPath.paths = new string[(int)UnitName.MaxIndex]; for (int i = 0; i < paths.Length; i++) { paths[i] = "Unit/" + ((UnitName)i).ToString() + "Data"; } // 建立技能数据路径 paths = GameDB.Instance.skillDataPath.paths = new string[GameDB.MAX_SKILL_INDEX]; foreach (SkillName name in Enum.GetValues(typeof(SkillName))) { int i = (int)name; paths[i] = "Skill/" + name + "Data"; } // 建立Prefab路径 Array enums = Enum.GetValues(typeof(PrefabName)); paths = GameDB.Instance.prefabPath.paths = new string[enums.Length]; foreach (PrefabName name in enums) { int i = (int)name; paths[i] = name.ToString(); } } //加载游戏场景 SceneManager.LoadSceneAsync(GameDB.MyScene.GameScene); }
private void Start() { EventMgr.initEvent.OnStart(); DontDestroyOnLoad(gameObject); GameObjectCache.Init(); isInit = true;//初始化完毕 if (BuildDataPath) { Build(); } ////加载游戏场景 //if (check) //{ // SceneManager.LoadSceneAsync(gameScene); //} //else // SceneManager.LoadSceneAsync(GameDB.MyScene.GameScene); //SceneManager.LoadSceneAsync("Demo_Exterior"); }